<?xml version="1.0" encoding="utf-8"?>
<Patch>
	<!-- ==========  Halberd  =========== -->

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="AT_Halberd"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>Axe</label>
					<capacities>
						<li>Cut</li>
					</capacities>
					<power>47</power>
					<cooldownTime>2.9</cooldownTime>
					<chanceFactor>1.165</chanceFactor>
					<armorPenetrationBlunt>8.1</armorPenetrationBlunt>
					<armorPenetrationSharp>1.62</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Stab</li>
					</capacities>
					<power>40</power>
					<cooldownTime>1.16</cooldownTime>
					<chanceFactor>1.165</chanceFactor>
					<armorPenetrationBlunt>2.025</armorPenetrationBlunt>
					<armorPenetrationSharp>2.03</armorPenetrationSharp>
					<linkedBodyPartsGroup>Point</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>Hook</label>
					<capacities>
						<li>Poke</li>
					</capacities>
					<power>6</power>
					<cooldownTime>1.31</cooldownTime>
					<armorPenetrationBlunt>2.025</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Shaft</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Halberd"]/statBases</xpath>
		<value>
			<Bulk>10</Bulk>
			<MeleeCounterParryBonus>1.08</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Halberd"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.22</MeleeCritChance>
				<MeleeParryChance>1.53</MeleeParryChance>
				<MeleeDodgeChance>0.67</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>

	<!-- ==========  Hammer  =========== -->

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="AT_Hammer"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>head</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>36</power>
					<cooldownTime>2.67</cooldownTime>
					<armorPenetrationBlunt>15.75</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Head</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Hammer"]/statBases</xpath>
		<value>
			<Bulk>16</Bulk>
			<MeleeCounterParryBonus>0.28</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Hammer"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>1.6</MeleeCritChance>
				<MeleeParryChance>0.38</MeleeParryChance>
				<MeleeDodgeChance>0.3</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>

	<!-- ==========  Sickle  =========== -->

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="AT_Sickle"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Cut</li>
					</capacities>
					<power>20</power>
					<cooldownTime>1.34</cooldownTime>
					<chanceFactor>1.33</chanceFactor>
					<armorPenetrationBlunt>0.956</armorPenetrationBlunt>
					<armorPenetrationSharp>0.43</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Poke</li>
					</capacities>
					<power>2</power>
					<cooldownTime>1.44</cooldownTime>
					<armorPenetrationBlunt>0.425</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Sickle"]/statBases</xpath>
		<value>
			<MeleeCounterParryBonus>0.35</MeleeCounterParryBonus>
			<Bulk>3.5</Bulk>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Sickle"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.2</MeleeCritChance>
				<MeleeParryChance>0.35</MeleeParryChance>
				<MeleeDodgeChance>0.2</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_Sickle"]/weaponTags</xpath>
		<value>
			<li>CE_OneHandedWeapon</li>
		</value>
	</Operation>

	<!-- ========== Base Rifle =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_AcidRifle</defName>
		<statBases>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.07</ShotSpread>
			<SwayFactor>1.33</SwayFactor>
			<Bulk>10.03</Bulk>
			<RangedWeapon_Cooldown>0.36</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<recoilAmount>1.14</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyAcidRifle</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<burstShotCount>3</burstShotCount>
			<ticksBetweenBurstShots>18</ticksBetweenBurstShots>
			<range>51</range>
			<soundCast>ShotAnty_C</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>18</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_AntyAcidRifle</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>2</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
	</Operation>

	<!-- ========== Assault Rifle =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_AcidAssaultRifle</defName>
		<statBases>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.07</ShotSpread>
			<SwayFactor>1.69</SwayFactor>
			<Bulk>10.03</Bulk>
			<RangedWeapon_Cooldown>0.36</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<recoilAmount>0.96</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyAcidRifle</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<burstShotCount>6</burstShotCount>
			<ticksBetweenBurstShots>9</ticksBetweenBurstShots>
			<range>55</range>
			<soundCast>ShotAnty_B</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>30</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_AntyAcidRifle</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>3</aimedBurstShotCount>
			<aiUseBurstMode>TRUE</aiUseBurstMode>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
	</Operation>

	<!-- ========== Line Rifle =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_AcidLineRifle</defName>
		<statBases>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.09</ShotSpread>
			<SwayFactor>1.69</SwayFactor>
			<Bulk>9.73</Bulk>
			<RangedWeapon_Cooldown>0.36</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<recoilAmount>0.96</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyAcidRifle</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<burstShotCount>6</burstShotCount>
			<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
			<range>31</range>
			<soundCast>ShotAnty_B</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
		</Properties>
		<AmmoUser>
			<magazineSize>30</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_AntyAcidRifle</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>3</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
		</FireModes>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="AT_AcidLineRifle"]/weaponTags</xpath>
		<value>
			<li>NoSwitch</li>
		</value>
	</Operation>

	<!-- ========== Launcher =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_AcidLauncher</defName>
		<statBases>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.07</ShotSpread>
			<SwayFactor>1.79</SwayFactor>
			<Bulk>10.03</Bulk>
			<RangedWeapon_Cooldown>0.36</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyAcidLauncher</defaultProjectile>
			<warmupTime>1.2</warmupTime>
			<range>51</range>
			<ammoConsumedPerShotCount>20</ammoConsumedPerShotCount>
			<soundCast>ShotAnty_D</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>14</muzzleFlashScale>
			<targetParams>
				<canTargetLocations>true</canTargetLocations>
			</targetParams>
		</Properties>
		<AmmoUser>
			<magazineSize>120</magazineSize>
			<reloadTime>7.8</reloadTime>
			<ammoSet>AmmoSet_AntyAcidLauncher</ammoSet>
		</AmmoUser>
		<FireModes>
		</FireModes>
	</Operation>

	<!-- ========== Glue Launcher =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_Combatglue</defName>
		<statBases>
			<SightsEfficiency>1.0</SightsEfficiency>
			<ShotSpread>0.18</ShotSpread>
			<SwayFactor>1.31</SwayFactor>
			<Bulk>5.65</Bulk>
			<Mass>5.3</Mass>
			<RangedWeapon_Cooldown>0.39</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<recoilAmount>2.93</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyGlueLauncher</defaultProjectile>
			<warmupTime>1.1</warmupTime>
			<range>62</range>
			<soundCast>Shot_IncendiaryLauncher</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>14</muzzleFlashScale>
			<targetParams>
				<canTargetLocations>true</canTargetLocations>
			</targetParams>
		</Properties>
		<AmmoUser>
			<magazineSize>6</magazineSize>
			<reloadTime>4</reloadTime>
			<ammoSet>AmmoSet_AntyGlueLauncher</ammoSet>
		</AmmoUser>
		<FireModes>
		</FireModes>
	</Operation>

	<!-- ========== LMG =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_LMG</defName>
		<statBases>
			<SightsEfficiency>1</SightsEfficiency>
			<ShotSpread>0.06</ShotSpread>
			<SwayFactor>1.24</SwayFactor>
			<Bulk>13.37</Bulk>
			<Mass>7.40</Mass>
			<RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
		</statBases>

		<Properties>
			<recoilAmount>1.22</recoilAmount>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>Bullet_AntyAcidRifle</defaultProjectile>
			<warmupTime>1.3</warmupTime>
			<burstShotCount>10</burstShotCount>
			<ticksBetweenBurstShots>9</ticksBetweenBurstShots>
			<range>48</range>
			<soundCast>ShotAnty_E</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<targetParams>
				<canTargetLocations>true</canTargetLocations>
			</targetParams>
			<recoilPattern>Mounted</recoilPattern>
		</Properties>
		<AmmoUser>
			<magazineSize>100</magazineSize>
			<reloadTime>7.8</reloadTime>
			<ammoSet>AmmoSet_AntyAcidRifle</ammoSet>
		</AmmoUser>
		<FireModes>
			<aimedBurstShotCount>5</aimedBurstShotCount>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>SuppressFire</aiAimMode>
		</FireModes>
	</Operation>

	<!-- ========== Crossbow =========== -->

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>AT_AcidCross</defName>
		<statBases>
			<Bulk>6</Bulk>
			<SwayFactor>1.0</SwayFactor>
			<ShotSpread>0.5</ShotSpread>
			<SightsEfficiency>1</SightsEfficiency>
			<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
		</statBases>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>True</hasStandardCommand>
			<defaultProjectile>Projectile_CrossbowBolt_AntyAcid</defaultProjectile>
			<warmupTime>1</warmupTime>
			<range>20</range>
			<soundCast>Bow_Large</soundCast>
		</Properties>
		<AmmoUser>
			<magazineSize>1</magazineSize>
			<reloadTime>8</reloadTime>
			<ammoSet>AmmoSet_AntyAcidCrossbow</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiAimMode>AimedShot</aiAimMode>
		</FireModes>
	</Operation>

	<!-- ========== Melee Attacks =========== -->

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="AT_AcidRifle" or
			defName="AT_AcidAssaultRifle" or
			defName="AT_AcidLauncher" or
			defName="AT_LMG" or
			defName="AT_Combatglue" or
			defName="AT_AcidCross"
			]/tools </xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>stock</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>8</power>
					<cooldownTime>1.55</cooldownTime>
					<chanceFactor>1.5</chanceFactor>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>barrel</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>5</power>
					<cooldownTime>2.02</cooldownTime>
					<armorPenetrationBlunt>1.630</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>muzzle</label>
					<capacities>
						<li>Poke</li>
					</capacities>
					<power>8</power>
					<cooldownTime>1.55</cooldownTime>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="AT_AcidLineRifle"
			]/tools </xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>stock</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>8</power>
					<cooldownTime>1.55</cooldownTime>
					<chanceFactor>0.2</chanceFactor>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>barrel</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>5</power>
					<cooldownTime>2.02</cooldownTime>
					<chanceFactor>0.2</chanceFactor>
					<armorPenetrationBlunt>1.630</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>bayonet</label>
					<capacities>
						<li>Stab</li>
					</capacities>
					<power>18</power>
					<cooldownTime>1.55</cooldownTime>
					<chanceFactor>1.5</chanceFactor>
					<armorPenetrationSharp>0.75</armorPenetrationSharp>
					<armorPenetrationBlunt>2.755</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>
</Patch>